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[Freeciv-Dev] Re: (PR#3565) End of turn moves
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[Freeciv-Dev] Re: (PR#3565) End of turn moves

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Cc: jdwheeler42@xxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#3565) End of turn moves
From: "ue80@xxxxxxxxxxxxxxxxxxxxx" <ue80@xxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 23 Sep 2003 06:27:26 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Tue, Sep 23, 2003 at 03:03:12AM -0700, Christian Knoke wrote:
> On Mon, Sep 22, 2003 at 08:11:41PM -0700, John Wheeler wrote:
> > 
> > [ue80@xxxxxxxxxxxxxxxxxxxxx - Fri Feb 28 19:03:32 2003]:
> > > i really dislike end of turn moves.
> > > People use that trick to get nearer to enemy cities and the defending
> > > person has no chance to react. 
> 
> React by moving a unit into the city? React by setting a unit on Goto? Or
> react by creating a unit or a city wall?

Buying a new unit, moving unit back to defend, killing the attacking unit 
(a warrior landed from a trireme is easy to kill with a fregatte.)
 
> One approach that comes to mind - but doesn't resolve everything - is, to
> *not* allow unit moves during last 10 seconds before timeout. This includes
> a delay of the new turn by 10 seconds, when everybody has clicked on turn
> done *before* timeout.

This: 
 - Makes the game slower.
 - You can't fight back an incoming diplomat. (moved 9.9 secs before
   timeout) Because you can't move you can't fight it away.
 - Same for canons and other 1 moving units (50% chance to fight next
   turn before your enemy.) When backfighting unit is farer away, you
   can't fight back.
 - You can't move your defending units back to city.
 
> In the last 10 seconds, only city management and gotos are allowed (the
> latter to be executed at the beginning of the next turn (as suggested for
> the new turn change model).

All gotos are executed in the next round, after most of the other begin
of turn activities.
 
> IMHO, this also makes game fairer, because some people suffer from slow
> connection (and client?!) and do have a 'moving' timeout (you see some
> seconds on the clock, but cannot move anymore in this turn). These are even
> more concerned about surprise attacks.

It makes the game slower, against clientside autoattack (with autoget
cities) it doesn't help ...

Perhaps it's slightly fairer, but against a fast connection it's
hopeless to play with a slow connection with the current modell.

Thomas
-- 
Thomas Strub  ***  eMail ue80@xxxxxxxxxxxxxxxxxxxxx
jb: people are stupid, they don't want to learn.



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